#version 430 core
precision highp float;
precision highp samplerBuffer;

in GS_OUT
{
    vec4 color;
    vec3 normal;
} fs_in;

out vec4 color;

uniform layout(binding = 0) samplerBuffer tboTex;

void main(void)
{
    vec4 layerColor = texelFetch(tboTex, gl_Layer);
    color = vec4(abs(fs_in.normal.z)) * layerColor;
}
